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Models for pedestrian dynamics are often based on microscopic approaches allowing for individual agent navigation. To reach a given destination, the agent has to consider environmental obstacles. We propose a direction field calculated on a…
Many practical search problems concern the search for multiple hidden objects or agents, such as earthquake survivors. In such problems, knowing only the list of possible locations, the Searcher needs to find all the hidden objects by…
In collective tree exploration, a team of $k$ mobile agents is tasked to go through all edges of an unknown tree as fast as possible. An edge of the tree is revealed to the team when one agent becomes adjacent to that edge. The agents start…
The pebble motion on trees (PMT) problem consists in finding a feasible sequence of moves that repositions a set of pebbles to assigned target vertices. This problem has been widely studied because, in many cases, the more general…
We consider an agent seeking to obtain an item, potentially available at different locations in a physical environment. The traveling costs between locations are known in advance, but there is only probabilistic knowledge regarding the…
Several mobile agents, modelled as deterministic automata, navigate in an infinite line in synchronous rounds. All agents start in the same round. In each round, an agent can move to one of the two neighboring nodes, or stay idle. Agents…
In this paper, we start the investigation of distributed computing by mobile agents in dangerous dynamic networks. The danger is posed by the presence in the network of a black hole BH, a harmful site that destroys all incoming agents…
We consider search by mobile agents for a hidden, idle target, placed on the infinite line. Feasible solutions are agent trajectories in which all agents reach the target sooner or later. A special feature of our problem is that the agents…
We consider a new type of asymmetric rendezvous search problem in which Agent II needs to give Agent I a `gift' which can be in the form of information or material. The gift can either be transfered upon meeting, as in traditional…
We study a distributed coordination mechanism for uniform agents located on a circle. The agents perform their actions in synchronised rounds. At the beginning of each round an agent chooses the direction of its movement from clockwise,…
The input to the \emph{Triangle Evacuation} problem is a triangle $ABC$. Given a starting point $S$ on the perimeter of the triangle, a feasible solution to the problem consists of two unit-speed trajectories of mobile agents that…
We study a variant of the searching problem where the environment consists of a known terrain and the goal is to obtain visibility of an unknown target point on the surface of the terrain. The searcher starts on the surface of the terrain…
We consider the problem of exploring an unknown tree with a team of $k$ initially colocated mobile agents. Each agent has limited energy and cannot, as a result, traverse more than $B$ edges. The goal is to maximize the number of nodes…
We introduce and study the general setting of weighted search in which a number of targets, each with a certain weight, are hidden in a star-like environment that consists of $m$ infinite, concurrent rays, with a common origin. A mobile…
Two mobile agents, starting from different nodes of a network at possibly different times, have to meet at the same node. This problem is known as $\mathit{rendezvous}$. Agents move in synchronous rounds. Each agent has a distinct integer…
The problem Orienteering asks whether there exists a walk which visits a number of sites without exceeding some fuel budget. In the variant of the problem we consider, the cost of each edge in the walk is dependent on the time we depart one…
This paper describes a problem arising in sea exploration, where the aim is to schedule the expedition of a ship for collecting information about the resources on the seafloor. The aim is to collect data by probing on a set of carefully…
Multi-agent pathfinding (MAPF) is a challenging problem which is hard to solve optimally even when simplifying assumptions are adopted, e.g. planar graphs (typically -- grids), discretized time, uniform duration of move and wait actions…
In a pursuit evasion game on a finite, simple, undirected, and connected graph $G$, a first player visits vertices $m_1,m_2,\ldots$ of $G$, where $m_{i+1}$ is in the closed neighborhood of $m_i$ for every $i$, and a second player probes…
In this paper we provide oracle complexity lower bounds for finding a point in a given set using a memory-constrained algorithm that has access to a separation oracle. We assume that the set is contained within the unit $d$-dimensional ball…